YANNICK BOUCHARD
JEZ GORDON
James Edward Raggi IV
Zak S.
Written by James Edward Raggi IV and Zak S.
Cover Art by Yannick Bouchard
Illustrations, Cartography, and Design by Jez Gordon
Dead Sign by Laura Jalo
LFP0034
© James Edward Raggi IV 2014
First Edition, Fourth Printing 2014
Published by Lamentations of the Flame Princess
Printed in Finland by Otava Publishing Company Ltd
ISBN Print 978-952-5904-83-3
ISBN PDF 978-952-5904-84-0
CONTENTS
. MAPS .
Front Endpaper
. Notes on the New Edition .
Page 7
. THE APPROACH .
Page 8
. THE HOME OF EZEKIEL DUNCASTER .
Page 10
. THE PEAK .
Page 12
. THE GRAVEYARD .
Page 13
. THE CABIN .
Page 16
. THE SHRINE .
Page 23
. TOMB OF THE GREATER REPUGNANCES .
Page 44
. Hell Vomits Its Filth .
Page 56
. Effects of the Purple Lotus .
Page 58
. RETROSPECTIVE .
Page 60
. PLAYER HANDOUT #1 .
Page 63
. PLAYER HANDOUT #2 .
Page 64
DEATH FROST DOOM
. Notes on the New Edition .
In this five years since the adventure was When a freakishly original thing is made,
first released, LotFP has released box sets, it inevitably contains both inherited
hardcovers, and sold tens of thousands of and mutant genes. When the original Death
books and PDFs. It’s not too big a stretch to say Frost Doom was found on the doorstep of the
it was all on the back of the reputation Death old school gaming scene, its horror-short-
Frost Doom gave to me and the LotFP name. story tone and structure came thinly wrapped
It was ridiculous to have one of the most in familiar adventure-game trappings. James
popular titles in the catalog out of print and I agreed that this new edition should
for years, but as a music collector, the idea maintain that tone and structure, but replace
of an out-of-print “album” appealed to me. as many of the handed-down bits as possible
Death Frost Doom was that cult rarity that you with more creepy magic.
only physically had if you were there at the When I first read James’ Death Frost Doom,
time, that out of print first album of a band I considered it not just the best module
that had gone on to greater success. I’d ever read, but the only usable one I’d
But corporate greed often trumps idealism, ever read. It demands only a little of your
so eventually it was going to be reissued. campaign’s space and time, but it does
LotFP’s standards of writing, presentation, something with every inch of that space
and “borrowing” classic bits (accidentally, and every second of that time. I’ve tried to
incidentally, coincidentally, or on purpose) keep it as disturbingly efficient as it was
are much different now. I didn’t want to when I first met it five years ago— when
release a throwback, and I didn’t want this it helped kick off the campaign I am still
new edition to be a celebration of past glories, running today (and when it caused most
I wanted something fresh. Something as of the trouble the characters have been
striking for 2014 as the first printing had dealing with since).
been in 2009. I think we’ve done no violence to it, and
Enter Zak S. He is very familiar with the given you and your players a few more
adventure (he built much of his current toys to play with.
campaign on it), and he’s often turning old And smash.
concepts inside-out and making them new
again. I just gave the thing to him, pointed Zak S.
out specific bits in the adventure that needed June 7, 2014
a rewrite, and let him loose on the whole thing. Los Angeles, CA
The result is somewhere between a revision
of the text and a complete rewrite of the P.S.: Thanks to James for preparing this apocalypse,
adventure. It’s more of a collaboration now, James Maliszewski for telling people about it,
with a different perspective and five years Mandy for triggering it, and Charlotte, Laney,
of hindsight creating something that can Adam, David, Connie, Mandy, Caroline and the
now stand as wholly unique. rest of the girls for putting a stop to it.
It’s going to chew your face off. Note on energy drain: Several of the creatures in
this adventure have this ability. We’ve given each
James Edward Raggi IV one a different mechanic, to individualize them—
April 7, 2014 but if it’s annoying just pick one version and go
Helsinki, Finland with it for all of them.
7
DEATH FROST DOOM
. THE APPROACH .
There is a mountain that no-one climbs. It might also help or interest the Referee
It dominates the landscape like fear to know that it is these twelve Clerics’ now-
and the memories of what once lived there. transfigured skulls that adorn The Chapel
But memory recedes and rumor breeds— (Area 3) and that they trapped the evil inside
and the rumor is a rumor of gold. the shrine partially using an ice magic
Someone will be the first to scale the white derived from the Liquid Time that suffuses
mountain: it will be someone who is greedy, the mountain. The ice magic slowly melts
stupid or fanatical— but also,perhaps,lucky. away—releasing the corruption within—
as soon as the party opens the door to
Set Up Area 3 from Area 2 (Table Chamber). While
this information is not known to anyone
There is a settlement of your own design in town (the priests figured the less anyone
at the base of the mountain. If possible, knew about the place the better), it may help
it should be one that the players would miss, the Referee answer unexpected questions
but the only requirement is it be inhabited from the PCs or to create more adventure
and relatively innocent. That is: the inhab- material using this module as a backdrop.
itants should not deserve to be eaten. I called the mountain Deathfrost Mountain,
If this adventure is a part of a campaign: but if that’s too metal you can call it The
feed the players stories of inconceivable Spine. Or something else, it’s your game.
wealth hidden in the mountain, inside the
shrine of an ancient death cult. If the players The Climb
are in search of a special book, sword or
other storied trinket it is rumored to be It takes 16-20 hours to reach the peak.
there (and is—probably in Area 22— There are basically two ways to get up the
but don’t tell them that yet). mountain: using the path and not using the
If this adventure is a one-shot: tell the players path. Not using the path seems scary because
the background information and let them of the incredibly dense forest, constant minor
purchase equipment before heading up the avalanches, sheer rocks and lurking wolves.
mountain. If time is short, start the adventure Using the path might seem less scary except
at Zeke’s. If time’s really short or your players for the fact that it was cut through the forest
hate your NPCs, start at the graveyard. by an evil death cult.
If the party asks around about the mountain If the players do not use the path: the
in town they’ll get these facts: the reign of the Referee should invent an icy and slow-
cult upon the mountain was finally cut short going hell of predators and natural hazards
over half a century ago when the villagers rose which terminates at The Peak (see p.12)
up and destroyed it with help from escaped after about 20 hours.
slaves and traitors from within the cult. The If players do use the path: it will be eerily
place was consecrated by twelve Clerics who quiet but uneventful and will take them to
gave their lives to trap the evil inside. the home of Zeke Duncaster after about
8 hours, just below the tree line. Afterwards,
it will then take another 8 hours to reach
The Peak.
8
DEATH FROST DOOM
. THE HOME OF EZEKIEL DUNCASTER .
The PCs will first smell and then see,off to You can go a few ways with Zeke:
the side of the trail, a chaotic scene of meat, Option 1: James’ original Zeke Duncaster
skins hanging from lines of gut, fresh and dried was a greybearded rustic so deaf and so
blood, carved plaques and wooden slabs, small distant from the habit of conversation
animals amateurishly taxidermized, scattered that he heard everyone wrong (“Mold
tools, bones and antlers—all surrounding a you say? There ain’t no thing but mold up thar!
tent-like hut made from crude layers of staked, Mold and catastrophe!” “No, Zeke… gold”)
stretched hide. Human waste rots near a low until he fetched his deerbone ear horn.
stone wall downwind.
Many of the skins are adorned with names Option 2: The Ezekiel Doncaster I used was
written in blood—one reading “Marybelle hairless—the skin drawn tight across his
Walker” hangs over a large wooden plaque. skull like a plucked tortoise—and he spoke
The name is again half-reproduced on the plaque in a slow solemn guttural voice.
by the same hand that made and used the Option 3: You could make Zeke female
gnarled tools that lie strewn next to it and that (Ezaya Dinclastir?) and, if so, genre-savvy
produced the failed drafts of the same marker players will mistake her for a witch.
scattered among the desperately knotted roots Option 4: Combine Options 1, 2, and maybe
of a nearby tree. The man who made them is 3 into some kind of William Faulkner/Nick
as terrible and tireless a woodworker as he Cave southern gothic figure in which case
is a taxidermist. His name is Zeke. give them something to drink.
Zeke wears clothes of hide and carries a bone No matter which way: Zeke’s a first level
knife, a wolfgut sling, and an axe carved from Fighter with 16 Strength, 17 Constitution,
stone. His teeth are all there, but so rotted that maximum hit points and a profoundly
everyone would prefer they weren’t. He smells lacklustre formal education.
like fresh gore at any hour. He is as kind as he
is disturbing—and as insane. And twice as old.
Where Is Zeke When The Party Arrives?
D100 LOCATION
1-25 Asleep in the hut
26-27 Eating raw roots
28-29 Eating berries
30-31 Eating smoked meat
32-34 Stuffing an animal with stems and lichen
35 Sitting utterly still quietly staring up the mountain
36-42 Mending and preparing hides
43-50 Working at the wooden block
51-62 Hunting—will return in 1d4x10 minutes with a fresh kill
63-74 Gathering—will return in 1d4x10 minutes with a boar skull full of berries
75 Crying
76-00 Chopping down a tree—will return in 1d4x10 minutes with firewood
10
DEATH FROST DOOM
Ezekiel/Zeke Duncaster: …or words to that effect.
Armor 12, Move 120’, 1st level Fighter, 10hp, If asked why he doesn’t just take the list,
+2 to hit with an axe, Morale 12. he’ll say: “There is a curse laid on everything
in that place! Cursed, you hear me? Cursed!”
Like the path up the mountain, Zeke is spooky If asked why the headstones are wood:
but ultimately harmless. he’ll tell the party that everything made
If engaged in conversation: he’ll generously of wood turns to stone on the mountain,
offer the PCs a meal of root tea and badger given time, and wood is easier to work with.
parts. He is excited to talk to anyone. If asked about the shrine,cult,or cabin:
If Zeke is asleep: he’ll awaken as soon as a PC Zeke will be reticent. He was just a child
enters the hut unless they’re using Stealth. then and believes the place is best left alone.
If he sees the party initially: he’ll kindly He’s only been in the first room of the cabin.
greet them and offer a (likely dripping and If the PCs ask about any treasure he’ll say:
something-stained) handshake. “No doubt they had trinkets and jewels…” and
If the party ransacks his belongings before then the Referee should lean over the table
he arrives: he’ll mutter about the disrespect as far as possible, and stare into the player’s
of people these days and then calm down— eyes and say “…but are they worth your soul?”
unless the party’s taken or broken anything, If the PCs begin heading up the mountain in
in which case he’ll try to chase them away. his presence: he’ll warn them to stop—and
If anyone seriously attacks him,he’ll point try to physically restrain them if his warning’s
a crooked finger and say darkly “I know the ignored. He won’t use lethal force, but will try
fate that awaits the soul of he who would slay his to wrestle PCs to the ground. However…
fellow man. Do you?” He only uses lethal force If the PCs convincingly say that they are
when hunting for food and will simply stand there to visit the grave of a dead friend
if attacked without running or defending or relative: he will reluctantly allow them
himself in any way—unless he suspects the to pass. After all, there’s no point in Zeke
PCs are trying to ascend the mountain. making monuments if nobody ever sees
If asked about the names or the wood- them. He will, however, say they should
carvings,he’ll say: “When I was young, evil leave at dawn to get to the peak and be
lived on this mountain. It was destroyed, but not back at his hut before sundown.
before it had taken thousands of innocents—piled If he is somehow a helpless witness to the
in mass graves, no proper rites or markers. Lost to PCs’ascent: (they tie him up or somehow
the gods and human memory alike. No one cared— bring him along) he’ll, of course, howl
the evil was gone, and that was all that mattered to “You’re doomed! You’re all doomed!”
anyone. But I remembered—the faces—they were If he is coerced into going up the mountain:
real men, real women. And they killed children too. he’ll try to escape at the first opportunity.
They did things and had names! And I’ll put every If asked to care for the party’s animals:
name I can find on a stone. I use to make cairns, he’ll be happy to do it, but will slaughter
statues, but there were too many dead. And there horses and mules for food if the party isn’t
are still. The bad men had a list of names in their back in two days. He is certain the party
old meeting place. I copy one hundred at a time… will die anyway.
I’ll never finish. I am too old, and probably the only
one left who remembers. So many….So many…”
11
DEATH FROST DOOM
. THE PEAK .
As the party approaches the tree line, The wind and all sounds die immediately
the landscape will become increasingly and then, after a few eerily crisp steps,
unnatural. Insects—already rare in the cold anyone with exceptional hearing will begin
mountains—begin to disappear. to notice an otherworldly, barely audible,
Eventually there are no shrubs or lichens, obscurely articulate, oddly-penetrating noise.
no birds or other animals, no signs of any Like the constant intimation of a nail about
life at all aside from dead trees, still standing, to be scraped across a chalkboard. As the
casting warped shadows on the untouched cabin comes into view at the far end of the
snow. The party will feel a painful, almost graveyard, the rest of the party will begin
admonishing wind, as if it’s trying to to hear it, too.
warn them, stop them, push them back. If you have access to Celtic Frost’s song
Things change after crossing the last “Dying God Coming into Human Flesh” via
ridge before the graveyard. youtube or mp3 or anything, now would
be a good time to cue it up.
12
DEATH FROST DOOM
. THE GRAVEYARD .
The graveyard… is composed of hundreds Ifthepartyperformsathoroughsearchfor at
of gravestones, a dozen or so mausoleums least thirty minutes (fifteen if one of the PCs
and a few statues, agonizingly hewn by the has exceptional hearing): they will discover…
strange hand of Zeke Duncaster over the last
half-century. But there are thousands more A. Shaft
dead beneath the ground. By day, a thick
mist cloaks the area, muting colors down ...this shaft—it takes a long time because the
to a sunless grey. By night, the air is clear sound seems to emanate from the earth itself.
as new ice, but the statues seem to shift A grate,obscured by snow and ice (actually part of
in the light of a strangely wavering moon. the dead Clerics’ice magic) covers a 50’shaft.The
Even highly trained animals will refuse to enter sound becomes much louder if the snow is cleared
this area,and hirelings will not stand guard alone. away.About 10’down,the shaft is choked with a
If anyone sleeps in sight of the graveyard: strange,viscid and semi-transparent substance just
they will be visited by tortured souls crying in as cold as the ice above.The shaft leads to Area 22,
terrifying nightmares as the spirits hopelessly where more details of the substance can be found.
attempt to communicate a fraction of their pain
in the night.There is a 25% chance that such sleep B. Second Shaft
will not count as a full night’s rest and a separate
25% chance of the sleeper being so shaken that There’s another (silent) grate-covered shaft
s/he’ll experience a -5%/-1 to all rolls until they get a here beneath the snow, also covered with a
full night’s sleep.(The effect is cumulative if they’re thin coating of ice due to the dead Clerics’
dumb enough to keep sleeping here.) Spellcasters magic, leading 50’ to Area 28 with a side
won’t regain spells if they suffer either effect.The branch to Area 7. Barring extraordinary means
chance of these nightmares drops by 5% for each or weeks spent searching the mountain, there
hour’s travel from the graveyard.Those afflicted is no way for PCs to find it from this end.
will continue to experience nightmares for weeks If a large fire is lit in Area 7 of the Shrine
thereafter,but without mechanical effect. (Kitchen/Common Room): some smoke will
If anyone casts SpeakWithDead here: the eventually emerge here after ten minutes.
spell will work no matter when the victim
was slain—so anxious are the dead to comm- C. Corpse
unicate—however, no mortal will be able to
withstand the full knowledge of what was done So we were lying when we said ‘there is a
to them. The caster will take d4 damage, be mountain that no-one climbs’. This guy did.
able to ask no questions, have a 25% chance to Knowing nothing of the mountain’s reputation,
gain a random insanity, a separate 50% chance he ascended mere days ago, decided to sleep
to lose a point of Constitution, and a separate in the cabin, awoke from mind-shredding
50% chance to gain one point of Wisdom. They nightmares, and fled into the fatal cold. He died
will hear an incoherent tale of unimaginable in his nightshirt of (a Bushcraft roll at +1 will
torture and degradation and gain the know- easily reveal) hypothermia and possibly shock.
ledge that casting Bless on a body will release its His tracks from the cabin are still visible. In the
soul to whatever proper afterlife may await it. original, James named him Grover Cincinnati,
If anything wood is left in the cemetery,cabin which sounds to me like a railroad tycoon with an
or vicinity: it will turn to stone after a week. orange moustache.I call him Norquist Orve.He is
a tax dissident and accomplished mountaineer.
13
DEATH FROST DOOM
D. The Old Oak E. Well
Hanging Tree
The windlass and bucket have been petrified,
The largest and worst of the dead trees on so it is an effort to crank, but this well still
the peak, The Old Oak Hanging Tree looks functions. The water appears fresh and will
less like a tree than a sculpture of one never freeze, but is as corrupted as everything
carved by a caricaturist with a deep and else here. A tiny conduit at the bottom creates
abiding hatred of them. And himself. And a channel which drives the water-clock in the
everything else. It was used to hang traitors, cabin. The level of the water never changes,
political prisoners and gibbous moon no matter how much water is removed. The
sacrifices. A broken knot secured around well here—mined from the core of this sacred
the fattest branch is still there, a torn mountain—slowly transforms water into
end dangling. liquid time. The well will detect as magic.
The tree is suffused with a merciless If someone touches the water: they will feel a
woe, it is self-aware but unable to move numbing, frozen sensation until (like water)
or communicate (unless someone changes the liquid dries.
that…). If it could it would try to kill If someone drinks the water: they will suffer
anything living in the area. The only the same effects as if they’d slept in the
clue to its unusual nature is the fact that graveyard—see above.
if the tree is damaged it will bleed
human blood. If someone drinks the water and then sleeps
in the graveyard: the chances of failing to
rest and receiving a minus are 50% each
rather than 25%. Plus they’ll lose a toe and
their hair will turn white.
15
DEATH FROST DOOM
. THE CABIN .
The petrified cabin is shabby and If someone tries to open the door without
bizarre. The roof seems to sag beneath examining it carefully first: the door will
the weight of snow and dead centuries and fall loudly forward into the cabin’s main room.
the walls are scrawled with neurotically Roll some dice, pretend to consult a chart and
minute calligraphic writing in the bleak quietly open your eyes as wide as you can
and ancient language of Duvan’Ku. Ask or else smirk like a bastard—whichever will
everyone their alignment before entering unnerve your players more. You also might
the cabin so that you can properly describe want to check to see if you have enough
the mirror when it comes up. spare character sheets for these non-door-
If the party tries to read the script: checking-before-door-to-lair-of-ancient-
they’ll need Comprehend Languages, Read evil-opening-schmucks you got for players.
Magic, a Specialist’s Languages ability or
the like. Some arguably useful information THE BACK DOOR
can be found hidden amid dark inanities
like “Look Upon The Seven Faces of The back door is battered but functional—
Immensity Look Upon The Breaker of footprints lead out the door to Area C above,
All Things” and “This Is The Fifth Octacle, where Norquist Orve fell.
This Is The Greater Servitude”: there are
(long cancelled) mystical protection runes THE WINDOWS
indicating the cabin was once defended
like a fortress. As well as runes referencing The windows are intact but not made to
a “bound and conquered god”, there are open. There are tiny bubbles scattered in the
also names that come up a lot: The Twin thick, distorting glass. If broken, they repair
Inquisitors Eizethrat Nexx and Gorgulos themselves the next time no-one is watching.
Nexx, Vorgen Pox, Nazir An-Azat, Exalted The glass is curiously cold—even colder than
Interrogator Aetheldredd Aleph, Aervik you’d expect, it feels like ice.
Narn and Praetor-Pontifex Cyris Carnithrax
Maximus—all claimed to be “Resting in INSIDE
splendor”, “Gracing this place with death
and that which they liberated from life” If PCs cross the threshold into the cabin:
and other euphemisms for “buried here they’ll begin to hear harpsichord music
with a lot of stuff” in “crypts beyond the coming from the southeast corner of the
black tunnel”. There is also what appears cabin—not quite harmonizing with the
to be an (incomplete) formula for trapping eerie sound on the wind. It is inaudible
and channeling the energies of tortured to anyone outside, even if the door
and obedient souls in some kind of liquid. is open.
If a PC sleeps in the cabin: they’ll suffer
THE FRONT DOOR the same effects as if they’d slept in the
graveyard—see above—except the chances
The front door is petrified and sits hingeless of failing to rest and receiving a minus
and unattached to its frame—though this are 50% each rather than 25% and there
won’t be obvious. is a separate 25% chance the nightmares
If the door is examined: this will be quickly will be so violent they will begin to
revealed and anyone can quietly open it. silently chew their own tongue off,
taking 1 hit point of damage per
round for d4 rounds.
16
DEATH FROST DOOM
F. Main Room The names at the beginning of the book are not
all even recognizable as names—some entries
The largest room in the cabin, filled with record nearly unpronounceable combinations
mundane items—most of which are covered like Tch’Nkgatl phonetically in the tongue of
in thick dust. Duvan’Ku and some use the cuneiforms and
If the dead return to life while the party pictographs of the victims’ native tongues.
are still in the shrine: this room will The latest used pages (there are dozens of
contain d6 mass-grave undead when the unused pages at the back) have familiar-
party first come back to this room and d6 sounding names in the common tongue and
more will arrive once the undead see any alphabet. The last few hundred have Zeke’s red
living party member. fingerprint next to them— he started with
names he remembered and worked backwards.
THE Chairs There are many more names in the book than
bodies in the mountain—many were burned,
There are three chairs—one behind the flattened, or thrown into the sea.
desk and two in the northeast corner. Ifthebookistakenandstudied: The book will
They will be facing the PCs no matter not survive rough handling or the rigors of any
which direction they enter from. In fact, kind of hasty travel but is,in the long-term,
if the room is ever empty, the chairs will a treasure trove of information for those who
always rearrange themselves into that know how to find it.The names and dates—
position (no matter how much they have in combination with more well-known texts
been rearranged in between)— and appear widely available to scholars—provide clues
facing the next visitor. to the truth behind ancient disappearances
If the chairs are destroyed or moved out and conspiracies,the fall of empires,the
of the cabin: they will not reappear. decipherment of ancient scripts,tangled lines
If any other chairs are brought into the of succession,lost caravans and merchant ships,
room: they will behave the same way as family trees,and probable locations of other
these chairs. branches of the Duvan’Ku cult.For example:
Anyone examining the most recent pages
THE Book and making a successful Wisdom check will
notice—by the names and calendar employed—
A great book as thick as a torso lies on that this branch of the cult was briefly
a simple desk. It is bound in the flesh of headquartered in Vornheim/Munich/Mankhlar/
virgin elves with fittings of tarnished brass. the City-State of the Impervious Overfiend/
The cover reads “That Which Was Given” whatever an interesting local metropolis in your
in the most ancient and demotic form game is) less than 600 years ago.
of the language of Duvan’Ku. It contains For every 3d20 hours of study by a qualified
over six million names. scholar (or dedicated amateur constantly
If the book is perused: The handwriting employing Read Languages to catch all the
and ink vary from page to page, and variations) the book should reveal at least
document nine millennia worth of sacrifices, one new as-yet-undiscovered fact about the
with dates written in 67 different calendars. campaign world—preferably an adventure
The book has not been in continuous use, hook, up to any maximum you like but be nice
and examination of the entries will reveal and tell the players right after they’ve wrung
time gaps ranging from a few years to the last useful fact out of it.
over a thousand.
18
DEATH FROST DOOM
THE Trophy & THE fireplace
A stag’s head is mounted above the fireplace.
The fireplace is empty, but works normally.
If the dead rise en masses from their graves:
the stag’s head will rock back and forth and
laugh hysterically.
If the eyes are carefully examined:
it will be revealed that the (apparently
amber-colored glass) eyes are cold, like ice
(as cold as the windows), and hollow.
They have a syrupy-like substance inside—
this is the soul of the corpse outside—
Norquist Orve—mixed with liquid time.
If one eye is shattered: the tiny amount of
goo will slide toward Orve’s body and partially
reanimate it. The corpse will moan and move
ever-so-slightly—opening and closing its
fingers slowly, twisting as if burned by the
wind, but that’s it.
If both eyes are shattered: the corpse
will reanimate fully after 10 minutes. Orve
died in agony, haunted by the souls of the
surrounding dead and will lash out at
anything that moves.
Norquist Orve: Armor 14, Move 120’,
2 Hit Dice, 14hp, one bite and two claw
attacks doing d6/d4/d4 damage, anyone
hit must make a Paralyzation save or be
unable to move for d12 turns, Morale 12.
Has regular undead immunities.
THE Mirror
The mirror in the corner will not reflect
Chaotic-aligned creatures (or their gear or
clothes, etc.). The cultists used it to detect
spies. It only works when in this room.
The runes for “every brother” “every sister”
and “unseen” in the language of Duvan’Ku
are decipherable in the scrollwork around
the glass. The glass is faintly bubbled
and as cold as ice.
19
DEATH FROST DOOM
THE Trap Door Possessed PCs are allowed a save every
other round to expel Eisenthrast and he will
The trap door is chained with a large padlock eventually give up once each PC has survived
securing it. Opening it reveals a 50’ deep a save, going on to attempt to possess the next
shaft with handholds but no ladder. Climbing closest creature (probably a tethered animal
requires both hands and most light sources or Zeke) and continue his mission until
won’t reach the bottom. It’s also obvious to exorcised or successful.
anyone looking that—due to the narrowness If the hands of the clock are moved: a time
of the shaft—a lantern tied to a belt or pack distortion occurs. It will only affect the PC
tied in such a way as to keep the owner from who moved the hands (if it was more than
accidentally getting set on fire has a 25% one simultaneously, the target is random).
chance of hitting the wall and breaking. A second distortion cannot be initiated while
another is still in effect. Also: once an effect
THE Clock ends, no new distortion can be initiated
until a length of time equal to the length
A cabinet-sized water clock carved in a of the last distortion. In either case, the hands
vaguely cathedral-like shape stands against can simply not be moved except under their
the wall. It works, but the time displayed will own power until a new distortion is available.
be random (d12: d6-1, d10) and will shift to So, for example, if a PC freezes time for 5
another random time every time the room hours, the clock cannot be used to distort
is left empty. At the top of each hour (by time for 5 hours after they return to
its reckoning) the clock disgorges a pair of normal time. The effects are:
automata from opposing “towers” of the Moving the clock backwards: will stop
cathedral—a pair of actual taxidermized
birds—a blackbird and a balding cuckoo, time around the target until the clock’s
each pushing a marble along the track in time catches up with the rest of reality
front of them. They move toward each other (up to 12 hours). The target can act but
until they collide one time for each hour objects and creatures will only move if the
struck, accompanied by a few sickly chords, target PC moves them, so a PC could walk
then pivot back, touch beaks, and pull their between snowflakes, drop a coin, eat, etc.
marbles back into their respective housings. Sleeping in the area will still have the same
If the bird’s eyes and marbles are examined: effect as usual, however. The spirits of the
they will be revealed to be composed of strange tortured dead stand beyond time.
glass as cold as ice half-filled with some kind of Moving the clock forwards: will move the
dirty liquid. The liquid is actually the soul of a target forward in time to that moment (up
traitor to the Duvan’Ku—Magen Eisenthrast— to 12 hours later). The PC will appear to
split into six parts, mixed with liquid time, those nearby to have simply disappeared
and driven mad by imprisonment in the clock. only to reappear in front of the clock when
If (and only if) all six beads are shattered,the soul the distortion ends.
of Magen Eisenthrast will attempt to possess
someone in the room. Each PC (clockwise Damaging the internal mechanism or
around the table) should save vs Magic—the moving the clock: removes its magic forever.
first to fail is possessed and will immediately It only works if attached to a series of
attempt to destroy any evidence of the Duvan’Ku spindles and gears in the wall and ground
(i.e.pretty much everything in the cabin or any ultimately powered and timed from water
other room described from here forward) in dripping from a subterranean pipe leading
sight and then commit suicide. from the well.
20
DEATH FROST DOOM
G. Kitchen & Pantry easily find the route Orve took up the face of
this mountain—allowing them a +2 to checks
Empty cabinets,shelves,counters along the exterior having to do with climbing this mountain
walls. The “window” between here and the main in particular (while, for example, fleeing a
room is just an opening with no glass so tell the horde of the risen dead). Specialists benefit
party they can see the main room from here. even more—they may roll twice and pick the
better roll on any mountaineering checks if
H. Bedroom they’ve read the book and wear the gear.
Anyone reading the rest (three hours) will
This spare room contains the abandoned gain a +1 Intelligence bonus to checks
belongings of the corpse outside. There’s involving assessing tax policy and identi-
a wardrobe, a bedpan, a large pack in the fying plants (including when something
corner, slippers at the foot of a bed with is not a normal plant) in the area.
a comfortable-looking bedroll on it, and
a footlocker with a book, quill, ink, and I. Sitting Room
sheathed short sword resting on top.
I nside the wardrobe there are slippers, There is a chair, a bench at a harpsichord,
and a six foot wide, four foot tall painting on
several layers of leggings, a tunic and the wall. The harpsichord is not playing, but
a thick wool coat. its music will be heard by anyone who is in
Inside the pack there is 50’ of silk rope, the cabin but not looking at it.
extra clothes, a pick-axe, cooking pots, The first time a character sees the painting:
2 weeks rations, a grappling hook, climbing it will depict whoever is in the cabin as they
harness, spiked climbing boots, flint & tinder, currently appear (invisible characters will appear
4 flasks of lamp oil, 12 candles, and a lantern. as their normal selves) standing before an altar
Inside the footlocker is a small purse with a tall grey skeleton looming above it with an
containing 26sp and 10cp. open door leading into a dark tunnel behind the
Inside the bedroll is a dagger. skeleton (Area 22,p.38) in a crisp but medieval
The book is the diary and climbing journal of style—perhaps a forerunner of Rogier Van Der
Norquist Orve,written in the common tongue Weyden.The player whose character seems most
of the area.It includes diagrams and maps of impressed by the painting (or a random player)
the routes he took ascending this mountain will be sipping from a goblet as a light shines
(and others) and reveal him as a proud and down from above.If there is a Cleric present,they
accomplished mountaineer as well as a deeply will be shown holding a handful of fist-sized glass
embittered tax dissident from Aachen, spheres,filled with a clear liquid.This is not an
Osc Lithicum or whatever city is two major illusion; the painting has been like this since it was
cities away from the mountain in your painted thousands of years ago.As far as any given
campaign. The final entry reads “The trees character is concerned,the painting never changes.
on this mountain seem almost agonized.” If— after it is seen by one group of
Anyone taking the time to read the characters—another character enters the
mountaineering sections (three hours) cabin and sees the image, it will appear to
and using Orve’s high-quality gear will gain them to depict whoever is in the cabin when
a +1 checks having to do with climbing and they first see it. It is entirely possible for
descending mountains and will be able to different people to look at the painting at
the same time and see different images.
21
DEATH FROST DOOM
If the character first seen drinking from J. Second Bedroom
the cup is in both groups: that character will
still be seen drinking from the cup when the This bedroom has a bed, an empty foot
new viewers see it.Again,no matter what the locker and a nightstand. On the nightstand
imagery—the painting has always been this way. is a candle and a bag containing ten doses
The painting itself is,perhaps,responsible for of Purple Lotus Powder. Magic-Users
the Duvan’Ku—for their founding and continual and dwarfs will recognize the powder
delusion that none but themselves are real. immediately as a legendary substance
On the back of the painting—counter to the walls said to be able to transform someone
left and right of the altar,there are two Duvan’Ku into a god or annihilate them in the
runes in black ink—“Tomb”counter to the left of space between seconds.
the altar and “Void”counter to the right. If someone sniffs a dose of powder: they’ll
If the PCs take the painting: it weighs twenty be in a druggy haze for 3d10 rounds, and then
pounds framed.Because of its age and superior enjoy/suffer an effect from the table on p.58.
craftsmanship,it is worth 2500sp in perfect The effect will persist for 2d100 minutes
condition.Removing it from the stretcher and thereafter (even if the effect mimics a spell
rolling it like a rug is possible,but moving the or potion). Spellcasters must roll twice on
artwork in haste in this condition will subtract the table. Per each dose taken, there is a 1 in
d6x10% of its value.Its magic continues wherever 20 chance (cumulative over a lifetime) that
it is—anyone who looks at it in a marketplace or a user will become an addict.
sitting room will see whoever is in the cabin at To cancel the effects of the lotus both Dispel
the first moment the new viewer laid eyes on the Magic and Neutralize Poison must be cast.
painting.If no-one is in the cabin,it will,of course, If someone becomes an addict: they will
merely look like a still-life. suffer a -1/-5% penalty to all rolls for every
If someone casts DetectMagic on it: it will only 12 hours they go without a dose. An addict
detect as magic to someone who has never seen thus deprived also becomes unable to cast
the image.Once they see it,the detection ceases— any but 1-3rd level spells after 12 hours, then
it isn’t magic, it is the way the painting’s always 1st and 2nd after 24 hours, etc. These effects
been.The harpsichord will not appear to be magic. are suspended if the PC is engaged in a direct
Ifthepaintingistakentoascholar:the scholar (not planned!) attempt to acquire more lotus.
will discover that the painting was once actually The lotus costs about 500sp a dose and can
the left-hand panel of an enormous triptych only be found in the largest of cities and
whose other two parts are rumored to survive— in remote locations far from human order
in places yet more terrible.Parties on the lookout and civilization.
for the other pieces should keep their ears to To cure an addict both Remove Curse and
the ground for rumors of ancient artworks Neutralize Poison must be cast, but the ex-
miraculously depicting their contemporary addict is still vulnerable to the possibility
discoverers.The other works might be found of re-addiction at the same chance as
in the possession of Banville Mask,Keeper before and are 25% likely to indulge in
of the Heart Queen’s pictures in Voivodja purple lotus if it is available—check
(see A Red and Pleasant Land) the magnificent every turn it is present.
Joop Van Ooms of Amsterdam (see the LotFP
publication of that name),the Library of Zorlac If a character uses the lotus more than
(see Vornheim: The Complete City Kit),thought- once in 12 hours: they must save vs Poison
lessly adorning the citadel of She of the Lakes or die of an overdose. If they survive, effects
(see Carcosa) or anywhere else the Referee desires. whose durations overlap are cumulative.
22
DEATH FROST DOOM
. THE SHRINE .
The shaft from Area F travels 50’ down to There is a lot to search here— if players spend
the shrine level, and the otherworldly a great deal of time searching, tell them the
sound grows louder. The sound will grow otherworldly noise is growing ever more
louder each time the party opens a door ominous and hysterical, and keep track of
between here and Area 22, and they can the skulls falling in the chapel (see area 3).
simply follow the noise there relatively easily If anyone sleeps on this level: they will
if they wish. After the first bronze door (Area definitely get no rest, suffer a -1/5% penalty
13), heading north from Area 12, the noise to everything, take a point of chewing-off-
is about as loud as a violinist playing in the your-own-tongue damage for d4 consecutive
same room. After the bronze door just south rounds and pick up a random insanity,
of Area 19 (in the hall leading to Area 22), it is in addition, roll d100:
as loud as a string quartet.
The ceilings on this level are 15’ high and D100 EFFECT OF SLEEPING HERE
the rooms are ably cut into the living rock, 1-2 Possession, Damage & Trauma
although the areas with doors or fixtures 3-7 Possession, Damage
feature mortared stone and brickwork. 8-12 Possession, Trauma
Though the workmanship is impressive— 13-17 Damage, Trauma
even beautiful—the air is oppressively dank 18-32 Trauma
and even colder than the mountain peak, 33-47 Damage
though ordinary water (water unmixed 48-62 Possession
with liquid time) will not freeze.
There are no random encounters here 63-00 No further ill effect. Lucky you.
and the main foes before Area 22 are the
players’ expectations (which should make Possession means: save vs Magic or be
them afraid) and their curiosity (which possessed by a Duvan’Ku spirit—attack any
should make them brave). Invest all your nonbelievers. PC may re-save every 3 rounds.
concentration in the descriptions and Damage means: save vs Poison. Failure—
atmosphere—use sound effects to describe takes d6 damage form the psychic assault.
things, roll meaningless dice constantly, Success—take d3.
and generally try everything you can to Trauma means: save vs Magic. Failure—
heighten the tension until something age d20 years. Success—age d10 years.
horrible actually does happen.
23
DEATH FROST DOOM
1. Screaming Hall 3. Chapel
Every surface here is carved with small This was the worship area for the devotees of
twisted faces with tormented expressions the Duvan’Ku’s Vast Circle (the larger church
and coated thinly in the same ice-cold glass that included all the members that the cult’s
found in various furnishings in the cabin. smaller, secret, inner Inevitable Circle used to
This coating makes the faces appear to writhe fool the common zealots into thinking they
and move in the light. A character descending were important). The room is filled with 3’ x
from the shaft will notice an unseemly 3’ prayer plinths carved into the living rock
movement on the floor from about 20 feet. and the sound of rattling chains can be heard
If touched with bare skin: the faces will further on in the darkness. The vaulted ceiling
scream in a forgotten language. reaches a height of 30’. Moving forward with a
If the players are somehow able to torch or lantern will eventually reveal murals,
understand this language: the faces are an altar, an organ and twelve jawless, toothless
screaming “You are a gift to the Nothing! skulls made of ice hanging in the center of the
The Nothing!” room from hooks on 10’ chains, dripping.
If you have access to Samael’s song “Baphomet’s
1A. Grotesque Door Throne” you should play it now,at a low volume.
Shaped like a gargoyle’s face, with the lock Ice Skulls
inside its fanged, open mouth. In the lock
is a bronze key. The door is locked but the These are a kind of clock that starts running as
key opens the door. The key also opens and soon as the door between here and Area 2 (Table
locks Area 8 (The Chamber of Pedagogy). Chamber) is opened.Every 10 minutes after
the door is first opened,one of these skulls falls
2. Table Chamber to the floor and shatters,clockwise.Other than
unnerving players,this times how long it’s been
Along the north and west edges of the room since the cursed frost mortaring the crypts has
are ten small tables like nightstands. Each started melting.For each skull that falls (i.e.every
has a skeletal left hand resting on it. The 10 minutes since the west door’s been opened) it
hands have the Duvan’Ku rune that means will take the dead one less minute to reanimate
both “transcribe” and “replace” carved into (see Hell Vomits Its Filth) once the creature in
them. The double bronze doors to the east Area 22 is defeated. If they all drop, the dead
are engraved with a large sigil (the Dead Sign) will reanimate instantly when that creature
which will create unease and mild nausea in is destroyed. The time the skulls record can
any who look upon it. Opening them releases be sped up (by destroying a skull or removing
a refrigerator-like blast of cold air. from its hook) but not slowed down or stopped
If a character replaces the hand of a dead (even if,for example,the PCs rig a skull up to the
human or humanoid with one of these chain)—once the west door to the chapel is open,
hands: it will act as a Speak With Dead spell— the countdown has inexorably begun.Of course,
only the corpse will write (left handed) the dead still need not return if the PCs leave the
instead of speak. creature in Area 22 in peace…
Start counting minutes here. To paraphrase a
dead man: You will not have a spooky enough
adventure if strict time records are not kept.
If the players re-close the door to Room 2:
nothing happens—the clock keeps going.
25
DEATH FROST DOOM
If the players actively destroy a skull If the PCs say her name and point out that
(i.e.hit it with something or chop it down): Zeke is building her a monument: her image
a minor curse is released causing a -1 to will disappear from the mural and her soul
everyone’s d20 rolls (cumulative with every will be freed. Each Cleric in the party will gain
skull destroyed up to a maximum -5 penalty) 100xp from this act. Her body will never rise
so long as they are on the mountain. from the dead.
If the players cast Speak With Dead on one Altar
of these skulls: it’ll work.
Opposite the entrance is a great altar shaped
If 120 minutes pass after the west door is like a fanged skull. A bowl sits on the altar.
opened but the dead have not yet risen from To mount the altar or look into the bowl,
their graves: the (now-insane) spirits of the you need to walk into the skull’s mouth.
dead Clerics will be released and attempt If someone mounts the altar to look into the
to possess anyone who walks through this bowl:they’ll see a jewel-encrusted dagger worth
room (every time they cross it). Each PC 1400sp and a ruby necklace worth 1000sp.
(counterclockwise around the table) should However, these items are cursed. To quote the
save vs Magic—the first two to fail are original Death Frost Doom from 2009:
possessed and will immediately attempt to “Whoever takes one of the items without the
destroy any evidence of the Duvan’Ku (i.e. items first being Blessed (and each item must be
pretty much everything in the shrine, starting individually Blessed) must forevermore make two
with the source of the noise in Area 22) while to-hit rolls every time they attempt to strike in
ranting about blasphemy in the common combat, with the worst of the two rolls being used.”
tongue. Possessed PCs are allowed a save …which I always thought was a pretty good rule.
every five rounds to expel a Cleric.
Organ
Murals
North of the altar is an organ whose keys are
A wall mural depicts a man in a crown and fingerbones and whose pipes are made from
cape from behind,with many demons bowing the thighbones of some enormous animal.
before him: the Bloated Goat,The Empress The ends of the pipes are stained like a dying
of All Widows,The Primordial Demogorgon, animal’s teeth.
the Ringwolf,etc.Another wall murals depict If anyone plays the organ: an onyx bowl
unimaginable violations—one shows hundreds worth 1300sp and a sapphire Dead Sign locket
of women hanged from a single spreading worth 250sp will be dislodged from the inner
tree,another shows hundreds of men impaled workings (“You notice something making
on leaning pikes.It has an inscription in the it difficult to play, if you pull up a panel…”)
Duvan’Ku tongue reading “Name them yet build and there will be a minor tremor (the thing
to them no monument”.Another mural depicts beneath the mountain is restless).
a man stabbed with nine swords being dropped Each time someone plays the organ there
into an hourglass—the face is clearly that of the will be a minor tremor. Keep a tally—every
ivory portrait in the basin (see below) and of the d4 times the tremor will be so severe everyone
creature in Area 22—an inscription reads “He is must save vs Breath Weapon or take d4
made holy,an eater of souls”. damage. Play up the cracking sounds in
the walls.
If the PCs have the locket from Area 8
(Chamber of Pedagogy): they will recognize
one of the hanged women as Marybelle Walker.
26
DEATH FROST DOOM
If someone plays random notes or chords …make up more effects if they keep playing
on the organ: it will release deadly spores different pieces. No two pieces should have
from the pipes over the musician and perhaps the same effect.
(50% chance) the next closest PC. Save vs
Poison or die. This only happens the first time. If one of the pieces listed below is played:
a special effect occurs:
If someone plays an actual piece of music I f someone tries to match the otherworldly
on the organ: no spores will be released, but
players will notice the otherworldly sound song: this will require a successful Dexterity
from deep within the shrine slightly modulate and Wisdom check, or a Dexterity check
to harmonize with the music. Each piece of alone if the character is an elf or trained in
music should produce a different harmony music. Success will cause the noise to cease
and the Referee should make up substantially for three rounds. The description for Area
different counter-noises and ominous sounds 22 explains why but that’s not important
(shifting stone, screeching) for each in order if you haven’t been there yet. It will take d4
to encourage players to try different pieces. rounds to figure out the piece but the music
In addition, each piece will have one of the from these preliminary experimental
following different effects (roll d12): rounds has no effect.
D12 MUSICAL EFFECT If someone plays the chords from the
1 Random listener is caused pain by each chord. cuckoo clock in the cabin: all present will
2 Musician begins to grow an extra tooth. feel a stab of pain and see the eyes of the
3 All light sources go out. taxidermized birds in close-up, and see the
4 Musician is compelled to play piece for 12 liquid inside. If the liquid has already been
discovered, they will know that the liquid is
minutes straight and cannot stop. the soul of a traitor to the Duvan’Ku and the
5 Minor tremor through the shrine. Song clock’s song causes him immense pain.
has disturbed whatever lives below. If someone plays the harpsichord song
6 Everyone in the room becomes from the cabin above: everyone hearing
should save vs Magic. Those failing will be
ravenously hungry. at -1 to everything. Save or succeed, all will
7 All except musician must save vs Magic see a vision of an architect in red drawing
a plan of the shrine. The details are obscure
or they cannot drop what they’re carrying but it has 30 rooms.
for 24 hours.
8 All food and drink in room are putrefied. If someone plays the chords from Area 6
9 All present gain a premonition of their (Servant’s Room): they’ll receive a vision
death here (Referee must make up the of all the current status of all the creatures
deaths and—obviously—they are not (living or undead) on the peak. It will
necessarily going to happen). reveal if they are asleep or awake and their
10 All present experience a vivid dream immediate surroundings (but will not
detailing the life of one of the Duvan’Ku’s allow the player to map the complex). It
victims that ends with capture by the will take d4 rounds to figure out the piece
cult. The dream is over in an instant but but the music from these preliminary
seems to take much longer. experimental rounds has no effect.
11 Two listening creatures randomly switch
brains—playing the piece in reverse
reverses the effect.
12 All glass in the room shatters.
27
DEATH FROST DOOM
If someone plays the Empyreal Hymn Everyone in the room must save vs death or age
from Area 10 (High Priest’s Library): 20 years and the Referee must place his or her
they will automatically Charm (no save) palm over his or her own face for 15 seconds.
5 Hit Dice of undead for 2 rounds. Once
5 Hit Dice of undead have been charmed, If someone plays Baphomet’s Throne (or
it will never work again. they go “Whatever song this is you put on,
Iplaythat”): a Detect Magic spell lasting d10
If someone plays Devour Me from Area 10 rounds is activated,note that this should
(High Priest’s Library): any hostile undead illuminate several of the objects in the room,
will target the musician if it can from then even if the PCs have picked up nothing magic.
on—or the last musician to play it.
If someone plays House of the Rising Sun:
If someone plays Dismissal Fugue from Area there is no immediate effect but, should
14 (Priest’s Crypts): the musician and the they die, the next PC the player generates
closest other PC will be instantly teleported will have a +1 Wisdom bonus.
to a random unexplored room in the shrine
(roll d30 or, if you don’t have one, roll d6 for If someone plays In a Gadda Da Vida:
the first digit: 1-2=0,3-4=1,5-6=2 and then d10. moths, strange butterflies and locusts
“00”=30).The piece can be played any number begin to crawl from the pipes, attacking
of times.If all rooms have been explored,the collectively as level 1 Fighters on everyone
area number is totally random. in the room and inflicting 1 hp of damage
per round after the first on every creature
If someone plays The Core Remains in the room until they disperse after
(from Area 17 Crypts of the Commoners): ten minutes.
all magical effects (for good or ill) currently
in effect on any living creatures in hearing If someone plays the notes that Peter
range are stripped away. Only works once Venkman plays at Dana’s apartment
per creature—if a creature is under no in Ghostbusters: a shrill scream echoes
enchantments the first few times they through the shrine and everyone present
hear it, they may still be affected later if gains +1 to all saves made in the shrine
they hear it while affected. Everyone will or on the mountain. Because the spirits
notice something happening to them. of Duvan’Ku hate that. Only works once.
If someone plays Bach’s Toccata And If someone plays Gershwin or
Fugue In D Minor (the classic spooky unaccompanied jazz on the organ:
organ riff from Fantasia and Rollerball— the musician is slain instantly, unless
Dunnun-Naaaaa Dununununun- the player of that PC is over 60 years
aaaaaaaaaaa) a skull falls from a hook of age, in which case everyone smiles
and release liquid time into the air. politely and needs a drink.
28
DEATH FROST DOOM
Basins And East Door 6. Slaves’ Room
South of the altar, across the doorway are Ruined mats, corroded pots and the shattered
two basins built into the walls filled with remains of several leg irons bolted into the
blackened unholy water. Both basins are filled floor, some shattered. Scratched graffiti on the
with teeth and marked with the Duvan’Ku wall in the common tongue and a few others.
rune for “Gift”. Inside the left basin is a gold If the room is searched: Scratched discreetly
chain with a small, walnut-sized hinged box in a jagged hand into the wall near one mat
on it worth 100sp—inside is a small and is a string of markings which appear to be
ancient carved ivory portrait relief of a man musical notation for a short string of chords—
done in an archaic but sharply observed it is written in old-style neumes which don’t
style—obviously retrofitted into the locket. indicate every aspect of the piece but it can be
Anyone who has seen the mural or the figured out after d4 rounds of experimentation.
creature in Area 22 will recognize him. It may be played on the organ in Area 3.
If someone drinks the water: they should Also: there is what appears to be a partial map
save vs Poison or immediately grow so many scratched into the floor—it shows what looks
millions of teeth in their mouth that their jaw like this part of the shrine (Areas 4-11 and the
is forced ever wider open to accommodate corridor around them) and a series of vaguely
them until their skull fractures and they die. sketched rooms hovering to the west of the
If and only if a tooth that has not already kitchen. (See Player Handout #1, p.63)
been in the basin is dropped in: the bronze
door to the east opens. Otherwise it will never 7. Kitchen/Common
open from this side. It opens normally from Room
the other side.
If the party spends a long time trying to Marble tables and benches surrounding a fire pit
figure out the door and can’t: a Cleric will with a spit,rusted tongs,and cutlery.The upper
recognize that some temples have doors that parts of the walls are stained with smoke.The
require an offering to open. cutlery items and spit have been used to cook so
many unsavory things that they have a thin psychic
4. Junior Priests’ static on them.PCs will feel an unease if touching
Dormitory or using them.Referee should roll dice and chuckle.
Rotted out cots, empty footlockers. If PCs initiate a successful Search
Inside one of the cots is a simple but (or just ask about ventilation): it will
grotesque wooden mask with blackened reveal that there should be a vent and isn’t.
human teeth set into the mouth—these
smell of the basin and were obviously fished If PCs look specifically for less-stained
out from it (they can’t be used to open areas of the wall or make a second successful
the bronze door). Wearing this mask will Search after discovering the lack of
render the wearer invisible to the Greater ventilation: they’ll find a stone panel in
Repugnances (Creatures in Areas 24-31). the ceiling that can be removed revealing a
3’ square ventilation flue in the southwest
5. Toilet corner of the room. The flue heads up 3 feet
before turning west by southwest to join up
10’ deep hole in the floor. with the shaft connecting Area B (Second
Shaft) with Area 28 (Crypt of the Exalted
Interrogator, p.50).
29
DEATH FROST DOOM
8. Chamber If the astronomical data is checked it is clear
of Pedagogy that the Calendar is still accurate and, indeed,
contains some astronomical information not
Torture instruments stained with blood- otherwise known in the present era. Magic-
rust litter the room.A book lies on the floor. Users taking into account this starry Wisdom
Ironically,this is one of the safest rooms in the may immediately use it to regain any one spell
shrine—the key from 1A can be used to lock the already used or replace the lost spell with the
door and the various spiked torture instruments spell Augury.
can be wheeled around to block the entrance. If the Calendar can be acquired (it weighs
A successful Search or Architecture roll will about 200 lbs and is 12’ diameter but can
reveal the west wall is newer than the rest. be disassembled into a pile of struts) it is
worth 700sp.
Torture Devices If it is studied for a month or more it will
be worth 400 experience points to the
A pair of 15’ diameter stone wheels, each Magic-User.
a foot thick, stacked like LP records on a If used as part of a laboratory (as per p.83
threaded spindle. The device is simple—you of the current LotFP Rules & Magic book) it
put someone between them, spin the upper will add 400sp to the value of the laboratory.
wheel and they’re crushed between the discs.
If this device is examined: fallen into Book
the turning mechanism there is a locket
with a small painted portrait of a woman, The room also contains a leather-bound
“Marybelle Walker” is inscribed on the back. book whose title (in the language of
A forge on wheels (5’ wide, 6’ tall), used to heat Duvan’Ku) reads Tome of the Exalted Interrogator.
molten metal—a lever on the side can be used The original Exalted Interrogator himself
to expose a grate in the side of the cauldron (Area 28) began the book and it has been in
spilling molten metal into an attached (and use for hundreds of years by her successors—
detachable) coffin-sized slack tub—all at once the book explains that the Interrogator now
or in distinct quantities. It is cold now, but all sleeps in a crypt beneath the mountain.
the materials necessary to heat the metal are It contains notes and sketches in various
present (assuming the PCs have flint, tinder hands on the operation and success of
and oil), as is enough metal to coat a 20’ x 20’ various torture devices as well as various
section of floor or 30’ of a 10’ corridor. The apocalyptic hymns and rants. The book also
heating process would take about 20 minutes. contains a magical formula for controlling
The largest and most baffling torture cult members whose special ritual names are
instrument is the Resplendent Calendar: known. Combined with the ritual names in
an armillary sphere (a series of iron hoops Area 10 (High Priest’s Library), this will allow
and rings arranged in layers somewhat like a the caster to control some of the creatures
gyroscope) large enough to contain a human here once they are animated. The Exalted
adult. The inside contains restraints to bind Interrogator values this book even in death.
the victim, the outside contains markings She will prioritize acquiring it over all else.
clearly corresponding to the position of various If she finds out the PCs have it she will
celestial objects. As time passes and the earth’s literally do anything in her power to regain
position is shifted relative to these objects, the it—filled as it now is with centuries worth of
victim is twisted into ever more improbable fascinating new forms of unnecessary misery.
positions by the movement of the cosmos.
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DEATH FROST DOOM
9. Fancy Toilet books are damaged by time, inexplicably
abstruse “I commandeth the nine million,
As long-abandoned pre-germ-theory toilets I commandeth the seventy blasphemies,
in the subterranean headquarters of ancient I speak through the worms in the heart of
murder cults go, it’s alright. This one has a the Grey-Black Star” or record cult activities
stone chair. in code. Characters searching for useful books
should roll a d20 equal or under the smartest
10. High Priest’s character’s Intelligence. Failure indicates it will
Library be 5 minutes before they find another book (10
if they cannot read the language of Duvan’Ku),
The shelves have rotted and the books have success indicates another will be found in
tumbled. On top is an architectural drawing one minute (two minutes if they cannot read
(Player Handout #2, p64) displaying the the language of Duvan’Ku). Each time a book
Tombs of the Greater Repugnances (Areas is found, roll on the table on the following
24-31 and the corridor between with the page until all available are found or they stop
name of each room in Duvan’Ku) along with searching, roll d6 or roll d12 if someone in the
sketches of the crypts. Most of the other party can understand Duvan’Ku:
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DEATH FROST DOOM
NOTABLE FINDS IN THE HIGH PRIEST’S LIBRARY
D6/D12 TOME
1 Scroll of Protection from Were-creatures. 10’ radius. Lasts only while the reader chants
but usable by anyone.
2 Cursed scroll—open it and save vs Magic or go blind. Works once. Outside marked
“useful?”
3 A book presenting a theory about how water can be transformed into liquid time,
and used to trap souls. It is too vague to be of practical use, but may provide a clue to
the PCs. If used to add to the value of a Magic-User’s library (as per p. 83 of the current
LotFP Rules & Magic book), it will add 50sp to the value of the library.
4 Resonance Of The Bound Spheres. A version of the Contact Outer Sphere spell usable
by anyone, but it only works on the snow globes in Area 11. A reference in the text
will make clear that special spheres containing pieces of other universes are needed
(i.e. if the players have the globes, they’ll know this works on them).
5 T he Empyreal Hymn (title written in Duvan’Ku)—A score playable on the organ in
Area 3 (Chapel).
6 Devour Me (title written in Duvan’Ku)—A score playable on the organ in Area 3 (Chapel).
In the language of Duvan’Ku:
7 Grimoire of Hybrid Flesh: will enable the reader to fabricate a functioning prosthetic
leg, arm, hand or foot from the materials in Area 12 (Embalming Preparation Room)
in 48 hours. Whenever the PC rolls a fumble, s/he will be attacked for 1 round by this
limb. If used to add to the value of a Magic-User’s library (as per p.83 of the current
LotFP Rules & Magic book), it will add 100sp to the value of the library.
8 Cult record referring to rebuilding the western wall of the kitchen and to the tunnel
beyond the High Altar beyond the fountains.
9 Contains the ritual names of d6 of the warriors entombed in Area 16 (Warrior Crypts)
and one of the Eyes of Fate in Area 26 (Place of the Honored Sacrifice).
10 Mostly incomprehensible cult records but there is a reference to a curse upon those
who fail to leave an offering in the coin fountains and those who lie to Aetheldredd
Aleph, the Exalted Interrogator.
11 Records the names of notables entombed here in Areas 24-30—The Twin Inquisitors
Eizethrat Nexx and Gorgulos Nexx, Vorgen Pox, Nazir An-Azat, Exalted Interrogator
Aetheldredd Aleph, Aervik Narn and Praetor-Pontifex Cyris Carnithrax Maximus—
though not their locations, and refers to a rivalry between The Slaughterer, Vorgen
Pox and the Twin Inquisitors.
12 Mostly incomprehensible but contains a stray reference to “The God Entombed
Beneath The Mountain” and “The Symbiote God”. It explains that the souls of the
dead are held in the body of the Symbiote God.
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DEATH FROST DOOM
11. High Priest’s 12. Embalming
Quarters Preparation Room
This once-opulent room lies behind a locked Contains four stone slabs stained with
door. Marble headpieces shaped like fist-sized ancient blood, bandages, surgical tools and
skulls are scattered liberally amid the rotting pieces of shaped iron as well as a podium
furniture and fabrics. with a book on it. It also contains 4 spherical
alchemical flasks partially filled with a clear
Hidden behind a panel in the wall is a chest of liquid labeled “Liquid time” in the language of
drawers carved into the wall with thousands of Duvan’Ku. The liquid will detect as magic.
small crude snow-globes—each the diameter
of a circle made with a thumb and forefinger— If someone touches the liquid: they will feel a
each containing what appears to be a small numbing, frozen sensation until (like water)
model of the very peak,graveyard and cabin the liquid dries. It is more pure than the
above.Each contains a tiny experimental water/time mix in the Well (Area E).
universe suspended in the clear water of liquid
time.Every single expedition by any adventurers The book is the Grimoire of New Flesh. The text,
into this shrine using any Death Frost Doom written in the Duvan’Ku language, details the
module is contained in one of these globes. creation of Unthings—a form of flesh golem.
Some have slightly distorted architecture,in
some the mountain’s shape is slightly varied, If a creature attempts to create an Unthing:
some universes have multiple moons,and in the procedure requires a strong electrical
some cases tiny figures can occasionally be seen charge, 50sp worth of materials, 10d4 fresh
darting or slogging across the landscape. humanoid or large animal corpses (cat size or
greater) and 2 weeks of work. Roll d10 below
If any kind of communication spell is cast to determine their abilities:
on one of these globes (such as Contact
Outer Sphere,Speak With Dead,etc.): D10 UNTHING PROPERTIES
it will allow the caster to communicate with 1 Two Hit Dice
their counterparts in these other realities. 2 Two Hit Dice, added bite attack
No matter the spell, the communication will 3 Two Hit Dice, grapple as 17 Strength
work, the answers will be true(for that reality) 4 Two Hit Dice, spit stomach acid 10’ for
and exactly 3 yes/no questions will be allowed
(although the answers may be more expansive d4 damage
than just “yes” or “no”). The expedition 5 Two Hit Dice, moves at twice human
contacted will have, in every case, made
different choices than the contacting party. speed
6-7 Two Hit Dice, paralyzing touch
Hidden inside the priest’s rotting pillow is a 8 Two Hit Dice,paralyzing touch,bite attack
jeweled satin Glove of Removal which slightly 9 Two Hit Dice, paralyzing touch, always
shifts the user’s relationship to our natural
plane of existence when worn. The user is on fire
essentially invisible except to undead, ordinary 10 Four Hit Dice, steals away a level (down
animals and children under 12. In any
situation where any of these creatures to halfway up the last level) and a die
are hostile, they will attack the user first. of hit points at a touch, adding the hit
points to its own.
Carved onto the bottom of one of the marble
headpieces is a sort of magical formula which will …Unthings crawl instead of walk, but do so at
animate the Old Oak Hanging Tree (see Area D). normal human movement rate.
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DEATH FROST DOOM
Due to the agony the procedure inflicts Rolling a 6 on any die while rolling the amount
on the souls of its ingredients, the Unthings indicates an extra d100sp worth of jewelry.
will have no other purpose than destroying The first time the party searches the party
their creator. After that, they will attempt will find a musical score buried with one of
(grotesquely and no doubt unsuccessfully) the dead—it is labeled (in the language of
to return to their former lives and habits. Duvan’Ku) Dismissal Fugue. It can be played
They are too boorish to notice how poorly on the organ in Area 3 (Chapel).
they are received and too graceless to leave The first time 3 ones are rolled the characters
even if they did notice. have also found a scroll containing an ancient
If the materials are used as part of a anti-joke—only funny to the dead. If spoken
laboratory (as per p.83 of the current LotFP aloud, the joke will cause any undead in
Rules & Magic book): they add 50sp to the hearing range to be stunned with mocking
value of the laboratory. laughter for one round, but the living must
If the Grimoire is used to add to the value save vs Magic or flee immediately for 5
of a Magic-User’s library (as per p.83 of the rounds—terrified by the joke’s penetrating
current LotFP Rules & Magic book but not insight into the nature of existence. The joke
used for its intended purpose: it will add will disintegrate and be forgotten thereafter.
200sp to the value of the library. The spiral staircases lead 50’ down to a set of
crypts that’s identical,aside from the lack of exits.
13. Bronze Vault
Doors (several 15. Hall of Memory
locations)
Contains 18 marble pedestals, with a 20lb book
Opened by turning spinning bank-vault-like open upon each. They are bound in human
wheels on either side of the door. They will skin and the titles, in the language of Duvan’Ku,
not close on their own. say Chronicle of the Most Consummate Church of
After the first bronze door (Area 13), heading Duvan’Ku volumes 1-18.
north from Area 12, the otherworldly noise Next to one of the books is a small eyepiece
is about as loud as a violinist playing in the that allows the wearer to read anything
same room. written in the script of Duvan’Ku.
If someone reads the chronicles: they are
14. Priest Crypts dense with allegory and legend and most
of them are useless without a professional
Rows upon rows of mummified priests in scholar to provide context, however:
crypts stacked 30’high,honeycombed with 5’ S ticking out of the 16th book, there is an
access tunnels and steps mortared into the loose
brickwork and smooth plaster mortared with inserted note on a piece of vellum by a
strange ice.Terrible echoes.Dust.The longer it Duvan’Ku historian concerning the necessity
has been since the party opened the west door to of investigating the possible betrayal of
Area 3,the more the ice will be melted. Praetor-Pontifex Cyris Carnithrax Maximus
If anyone begins searching through the by the Red Architect, Nazir An-Anzat, both
crypts: the building materials are easily of whom are said to now be entombed here
chipped away—every ten minutes of in the Tombs of the Greater Repugnances—
searching will reveal 3d6sp worth of gold isolated individual crypts dedicated to
trinkets and ancient coins. powerful members of the Church.
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DEATH FROST DOOM
If PCs turn to the last pages of the 18th The first time the party searches the crypts:
book: they will be able to glean that this the party will happen upon a musical score
shrine is only one of many and that there entitled The Core Remains buried in one of
was a fear, before the final entries, of some the crypts. It can be played on the organ in
kind of slave revolt—and earlier there is a Area 3 (Chapel).
reference to a traitor whose soul was split
into six parts and imprisoned in a clock. 18. Prayer Room
If the PCs take the books: each is worth Pedestals, pillows, and tablets, stained dark
twice its weight in silver pieces. with old blood. The tablets contain the usual
fatuous and esoteric blasphemies (“Annihilate,
16. Warrior Crypts traduce, devour”, “I am healed and hollowed, I
am the house of insurrection”, etc.). An ink pot
Very similar to the Priest Crypts (Area 14) except and a pile of rusting needles sits on a podium
grave-robbers will find more swords and less with a bronze plaque affixed to it. The plaque
jewelry.Just inside the door,athwart the threshold, is engraved in the tongue of Duvan’Ku.
lies the skeleton of a dwarf Fighter—dead half a If someone reads the plaque: write “My Gift
decade.He wears chain mail and holds an axe. Is Defiance, And My Gift Is Its Mark” on a
If his body is examined: any dwarfs present piece of paper and hand the note to the player
will notice his arms and armor are familiar, who reads the inscription.
but subtly off, as if he hailed from another If s/he reads it aloud,word for word:
world where dwarfs and their nations were everyone within earshot must save vs Magic,
forged by cousins of the gods they know. starting counterclockwise from the translator
In his pocket is a simple contract of service— and, if all save, finishing with the translator.
his name his Gauron, he hails from the north, The first to fail the save will immediately
and he was employed by Tizane Ildiko, a attempt to tattoo the Dead Sign somewhere
witch of Vornheim who will pay 500sp for his on themselves using the ink and needles.
remains. His right hand contains a snow globe This will take 3 minutes of uninterrupted
like those in Area 11 (High Priest’s Quarters). work. This madness will continue until the
If Speak With Dead is employed: his only ink is destroyed, the tattoo is completed,
memory of The Shrine is “The thorns, or 40+d6x10 minutes pass.
the thousand whispering thorns”. If the Sign is successfully tattooed: the
If anyone searches the crypts: they’ll find recipient will never be able to receive magical
4d6sp worth of gold for every ten minutes healing so long as it is present. It can only
of searching, plus 10sp more worth of be removed by debilitating mutilation of the
ceremonial weaponry for each 1 or 6 rolled. body part where it was drawn or by magic
that does not involve healing the character.
17. Crypts of Dispel Evil will do it, but not Dispel Magic
the Commoners or Remove Curse.
If the pot and/or ink are destroyed: they
Again similar to the Priest crypts (Area 14), will magically reappear 24 hours later unless
but a little less fancy. the podium they rest on is Blessed or doused
If anyone searches the crypts: they’ll find d6sp in holy water.
worth of gold offerings for every ten minutes
of searching, plus 10sp for each 1 or 6 rolled.
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DEATH FROST DOOM
19. The Eye 20. Fountains
of Many Eyes
Two fountains featuring statues of children
After the bronze door just south of Area 19, vomiting (4 children each) black unholy water
the otherworldly sound is as loud as a flank a door with a pattern of copper coins
string quartet. marked with the Duvan’Ku rune for “Gift”
A massive stone eye with hundreds of smaller painted on it. The fountains have a few
eyes carved into the pupil is set into the wall copper coins in them.
above a basin filled with black and stagnant If a coin is dropped in each fountain:
unholy water. There are a few copper coins the door can be opened safely.
in the basin and the carving is covered in If the door is opened without coins being
the same cold, glassy substance as the faces dropped in the fountains: the opener is
in Area 1. Like those faces, the light playing cursed to de-age one year per day until they
across the surface will make the sculpture are five years old, then to age again at a year
appear alive. The smaller eyes will actually per day until s/he is 90, then de-age again,
follow whoever is in sight. back and forth forever.
If each eye is carefully destroyed or covered: If anyone removes a coin from the west
the party will be able to sleep safely in the fountain: they will be wracked with pain
Shrine. However, after an hour the eyes will an hour later, losing a point of Dexterity
heal (unless Blessed or covered in holy water) each sunrise until the coin is replaced or
and anything touching them will catch on until they reach a minimum of 4.
fire, so someone must guard them constantly If anyone removes a coin from the east
if anyone wants to get 8 solid hours. fountain: they will begin to suffer muscle
If anyone drinks the water: they must save atrophy an hour later, losing a point of
vs Poison or millions of eyes will immediately Strength each sunrise until the coin is
begin growing in their eye sockets, blinding replaced or until they reach a minimum of 4.
them after 1 round and bursting after 4 If the statues are investigated: it will be
rounds, causing the PC to immediately revealed that they have real mummified
die of blood loss as their face explodes. children inside.
If anyone drops a coin in the basin: one If the creature in Area 22 is destroyed:
of their ability scores (roll randomly) will these 8 children will be the closest undead
be increased by 1. to the party but they will only attack or
If someone else drops a coin in afterward: move if the party heads east past this area.
they’ll have a random score reduced by 1.
After a month the basin “resets”.
If anyone removes a coin from the basin:
they will begin to weaken and cough after
an hour, losing a point of Constitution each
sunrise until the coin is replaced or until
they reach a minimum of 4.
37
DEATH FROST DOOM
21. Child Crypts Sacred Parasite: Armor 18, Move 0’,
6 Hit Dice, 38hp, 1 chilling touch doing
The Duvan’Ku believed the deaths of children to d6 per round or vomit liquid time up to
be the noblest and most consecrated—and thus 60’ (save or be paralyzed, taking 1 hp per
that they should be mummified and mounted round, re-save each round to unfreeze),
freestanding. As a consequence, although the Morale 12. Anything in flesh-to-flesh
overall layout of this room and the one beneath contact with it automatically takes d4hp
resembles that of Areas 14, 16 and 17, its aspect damage. Missile weapons do half damage
is not so much that of a catacomb as of a and are lodged inside (daggers and
strange museum of dead children. Rows upon throwing axes are lost). 5’ reach.
unspeakable rows of wrapped and desiccated
bodies, from infants and toddlers to long- In the unlikely but possible event that the
limbed pre-teens stand on individual plinths, party approaches from the west, the creature
staring mutely south. There is no treasure here. does have the ability to absorb its own head
and arms and re-secrete them in the direction
22. The High Altar of approaching creatures.
The actual room can be seen by looking
The room is completely occluded by a viscid through the creature as through clear
substance, here congealing like phlegm, there marbles in a fishbowl. The 30’ ceilings arch
clear as a jellyfish. It was once a man. above a giant carved skeleton on the west
The doorway literally frames a pale, opaque, wall covering an intricately carved waist-
aged, completely bald and completely human high altar against which the Parasite’s body
and human-sized head hanging off the front presses two golden goblets, a large and
of the bloated mass like the knot in a dirty ornate book, and any object used in your
white balloon flanked by a pair of thin, feeble game’s particular setup as a quest object.
shoulders terminating in equally frail arms. This was the most holy place of the
It is this creature that continuously sings Duvan’Ku’s inner Inevitable Circle.
the otherworldly song audible throughout Although there are a few ways to circumvent
the complex. A galaxy of glass-like spheres Area 22 altogether, there is no way to pass
are clearly visible, interspersed throughout through this area or reach the altar on the
the creature’s vast, organless body, each sphere west side without dealing with the creature.
ranging in size from that of a small fist to that No magic or skill will allow the party to
of an infant’s head, each three-quarters full of communicate with it. The parasite is nearly
a watery substance—a human soul suspended mindless, and as much a victim as the souls it
in liquid time. Area 22 contains the creature’s unwittingly tortures with its ceaseless music—
body, the creature’s body contains the spheres, it is neither undead nor evil, and music from
and the spheres contain the souls of every the organ in the Chapel (Area 3) that affects
victim buried here. The liquid time binds them such creatures will do nothing to it.
to this plane and the creature’s song tortures
the innocent and soothes the wicked.
This creature—the Sacred Parasite—is a
combination of parasitic undifferentiated
tissue, manifested ectoplasm, unholy ice, and
liquid time—the substance choking the shaft
up to Area A is part of its body. It also appears
to extend down into a pit in the floor.
38
DEATH FROST DOOM
If someone goes to the organ and tries to If the creature is reduced to zero hit points:
match the creature’s song: this will require a It will lose cohesion and immediately
successful Dexterity and Wisdom check, or a
Dexterity check alone if the character is an elf liquify, some of the upper part of its body
or trained in music. Playing the song note-for- (the part filling the room) will wash out
note for two rounds will cause the creature to into the hall—anyone standing in Areas 18,
fall asleep for six rounds, collapsing slightly 19, 20, 22 or anywhere in between should
and enabling other party members to attempt save or be paralyzed, taking 1 hp damage
to climb over/through its disgusting corpus. per round, and re-saving each round to
This only works once every 12 hours, because unfreeze— and then disperse. The majority
the discomfort caused by the broken shards of the liquid will collapse down into the pit.
embedded in it from the climbing will keep E very single globe suspended in the
the creature awake thereafter. creature’s body will shatter against
Climbing isn’t easy—the surface is as stable as something (with the possible exception
jelly and as treacherous as ice. Climb checks of any the PCs go out of their way to
are made at minus one pip on a d6/-20% grab), releasing the tortured souls inside
unless the climber wears Norquist Orve’s back into their bodies. These streaks of
spiked shoes (from Area H, Bedroom), and discolored liquid will be seen sliding along
each successful check will get the climber only the walls and ceiling and seeping into the
10’west/round.In addition,anyone climbing over stone like rain against a car window in
the creature will incidentally crush a number high wind. Basically: the dead will begin to
of spheres equal to 20 minus their Dexterity come back to life in a number of minutes
per round of climbing. The sound will be clearly equal to the number of skulls left in Area 3
audible.The souls inside will be released and that (The Chapel). See the Hell Vomits Its Filth
number of dead will quietly animate elsewhere section below for more details.
(see Hell Vomits Its Filth, p.55). The creature will re-form in 2d4 years
If someone fails a Climb check: they’ll likely unless the pit is Blessed or at least one vial
inadvertently touch the creature and take of holy water is dropped in the pit.
d4 cold damage. There will be a slight tremor.
If the creature wakes up while someone The pit will be exposed—this is where
is inside: they are effectively in combat the trunk of the creature’s body was once
with the creature that round. contained and it is thousands of feet
If the creature is shown the small ivory deep. An eerily warm ten-second wall of
portrait from Area 3 (The Chapel) it air heaves up from the pit, followed by ten
will attempt to seize it and then stare in seconds of air being drawn back in like
dazed wonderment for 3 rounds (ignoring a vacuum, in an endless alteration. This
everything), then lash out in a rage. It effect isn’t strong enough to affect anything
is a portrait of the creature before his heavier than a copper piece, but it will push
transformation. light airborne objects like loose scrolls
If the creature is attacked,or is within 5’ around.
of an open flame: it will defend itself,
striking out with its chilling touch at If the party manages to stop any individual
anything in reach, and vomiting liquid souls from returning to their bodies: this
time on anyone who is not. act will earn any Cleric in the party 100xp
per soul.
40
DEATH FROST DOOM
If,after the creature is reduced to zero hit the lifted section must save or be crushed
points, the souls fall and the pit is investi- by debris, at which point, if they survive,
gated further: the Referee will have to they will probably flee down the mountain
make a choice: as it slowly and picturesquely ceases to
exist. The giant will move its hand again
O ption 1: As the original (beautiful and once every 2 rounds (12 seconds), causing
cruel) Death Frost Doom read: massive destruction of the Referee’s design.
Playing any piece of music on the organ
“The pit is several thousand feet deep, and will put it back to sleep, assuming the
leads to the nostrils of a great sleeping Chapel is not destroyed by the hand.
giant. Ages ago, it fell asleep here, and the O ption 3: In my campaign, the mountain
mountain is the result of millions of years formed over the body of Vorn, Grim Grey
of dust forming and solidifying over it. God of Iron and Rain, who fell to earth
Only three things will wake it up: Dropping millions of years ago, shortly after a battle
anything into the pit that will do 10 or more at the dawn of time. Vorn had been kept
points of damage (it won’t injure it, just asleep by those responsible for the shrine,
wake it up), plugging the hole (although it who use the Sacred Parasite to harvest
will not awaken for d6 x d6 turns) (that’s energy from the sleeping god (in order to
10 minutes per turn -Z.) (the giant used grow a new one). In this case, dropping
to take in oxygen through the parasite things in the pit merely caused tremors
-Z.), or actually climbing down there and (save vs Breath Weapon or be knocked
walking around inside its nose. If the giant around for d4 damage) and there was
wakes up, the mountain will be instantly actually a whole other dungeon down
destroyed, crushing everything in it and on there, built half into the mountain, half
it to jelly – no saving throw. Anything in its into the body of the god. It’s still thousands
nose will last a second longer until it picks of feet down though, so getting there while
its nose and a one hundred foot long finger the living dead are coming and flinging
crushes everything. Perhaps one could themselves over the edge of the pit at the
escape into the nasal cavity, but such things PCs is a bit of a thing. Replace my god
are beyond the scope of this humble text.” with your own and season to taste.
Option 4: The Sacred Parasite is actually
…in this case, the Sacred Parasite likely much larger than the part the PCs
formed from a human sacrifice dropped “defeated”. It is caterpillar-shaped, has
living into the giant’s nose and hybridizing one head at either end, and the mountain
with its nasal mucus. is its burrow. The other end is now awake
and will crawl up through the (allegedly)
Option 2: The hole does indeed lead to bottomless pit in Area 23 in ten minutes
a sleeping giant as 1 above, but it wakes and begin seeking out the PCs. It can move
up much more slowly. A finger is shoved as fast as a human, squeezes through any
up through a random room (roll d30 or, passage at least 5’ wide and can destroy
if you don’t have one, roll d6 for the first doors with 18 Strength.
digit: 1-2=0, 3-4=1, 5-6=2 and then d10.
“00”=30) every 10 minutes. Anyone inside
must save or take d20 damage. After five
fingers come up, a whole hand lifts and
causes the areas the hand covers (look at
the shape on the map to figure out where
the palm is) to be lifted out of the mountain
and 20 feet in the air. All in or adjacent to
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DEATH FROST DOOM
If the altar is exposed or reached: against humanity and the gods. It will take
the following will be clear: two months to read completely (it is in the
T here is an inscription along the base Duvan’Ku tongue) and when it’s over the
reader must save or be Feebleminded.
in gold, in the Duvan’Ku tongue. If the save succeeds: the reader becomes
There is a wooden inscription in the same immune to all mental attacks such as fear,
charm, etc. forever, gains a 25 Wisdom and
tongue on the side of the altar facing the will never be able to articulate the literally
west wall. unspeakable acts s/he has read about. 2d4
T he book has an inscription on the cover weeks after finishing the book, 2d6 demons
in the same tongue. of at least 8 Hit Dice each will be sent from
T he goblets at first appear to be filthy other worlds to destroy the reader and
and worthless. retrieve the book—as no mortal should
I f the goblets are inspected carefully they have such knowledge.
actually look quite valuable (900sp). If the save fails and the reader is left
If the gold inscription is translated: write unhealed: s/he will slowly transform into a
“We hail the Nothing and offer this one Sacred Parasite over the following 2 weeks.
unto it” on a piece of paper and give it Cure Disease, Remove Curse, or Dispel Evil
to the player. will fix it if cast before the transformation
If s/he reads it aloud,word for word: is complete.
everyone within earshot must save vs Magic, If the save fails and the reader is healed of
starting counterclockwise from the trans- the Feeblemind: s/he can attempt to read
lator and finishing with the translator the book again, but must save all over again.
him/herself. The first to fail the save will If a successful reader’s mind is read: the
immediately attempt to sacrifice the next mind reader must save or be Feebleminded.
to fail the save (or, if there is no such If the wooden inscription is translated:
person, the character belonging to the it describes a sacrifice ritual to be performed
player to the right) and will violently resist on the altar, under the rune for “Gift”:
any attempt to interfere. The second to fail If any human or humanoid sacrifice is
will agree to be sacrificed. Anyone failing performed on the altar: the southwest
thereafter will be safe. This madness will secret door will open.
continue until an afflicted character leaves If a standard secret door check succeeds,if
the room (which they won’t willingly do), the players look for seams on the west wall,
or d4x10+20 minutes pass. or if they track the way the liquid drains: the
If the gold is scraped out of the inscription two secret doors will be found. The northwest
it will be worth 50sp. door will open easily once found. The
…but if the altar’s not Blessed or holy southwest door will yield only if a sacrifice is
watered first the scraper will contract performed on the altar, a Knock spell is used,
leprosy via magic curse. or if the door is battered down.
If one of these doors is closed and the
If the book’s title is translated from Parasite has been slain: it will be 4 hours
Duvan’Ku: it is called The Million Violations. before the mass of bodies is enough to enable
If it is read: it will be discovered to be a list the undead horde to break through.
of the crimes the Duvan’Ku have committed
42
DEATH FROST DOOM
23. Bottomless Pit If the inscription is translated: write
“I Will Drown In Black and Await The End
The wall on the far side of the pit has an of All Things” on a piece of paper and hand
inscription in the Duvan’Ku tongue. The pit it to the translator.
itself is carved with concentric grooves coated in If the translator reads it out loud,word-for-
phosphorescent paint and a strange magic allows word: everyone within earshot must save vs
anything in the pit to survive without food or Magic, starting clockwise from the translator
drink.Anyone looking into it must save vs Magic and finishing with the translator him/herself.
or stand transfixed,as if asleep on their feet. The first to fail the save will jump into the pit.
2d4 rounds after the party arrives a giant If someone falls into the pit: it is not literally
albino tarantula will crawl up and attack the bottomless, but a mortal will die of old age
party, starting with anyone entranced, and before reaching the bottom. A young elf
attempt to carry them 100’ down the sheer might live long enough to die on impact.
walls of the pit to its lair in a small side tunnel.
Giant Tarantula: Armor 16, Move
180’, 4 Hit Dice, 20hp, bite attack for d8
damage, plus save or be paralyzed for d4
rounds, Morale 7.
43
DEATH FROST DOOM
Tombs of the
. Greater Repugnances .
The undead here cannot be turned in their If either are disturbed and the dead
own tombs—these places are embassies have not yet risen: the other inhabitant
to the realms of the unholy damned. will also emerge.
All of the tombs have heavy stone doors with The female Inquisitor, Eizethrat Nexx (right
a bar on the outside that can easily be lifted— sarcophagus) is a huge, pale woman with a
except Area 30—and have the names and somber, defeated expression and undead
titles of their occupants written in the tongue fetuses crawling in and out of her mouth.
of Duvan’Ku. Her husband, Gorgulos Nexx is an equally
These creatures will only animate if their enormous man with the skin around his
individual sarcophagi are opened or if ribcage rotted away. Maggots the size of
the Sacred Parasite is destroyed—in potatoes writhe in him, and chew his skin.
the latter case, they creatures will have Upon meeting the party, Eizethrat will
emerged from their sarcophagi when demand they explain themselves. No matter
the PCs arrive. what they say, Gorgulos will accuse them of
Upon meeting the party, they will begin not answering and demand that they come
to speak in the tongue of Duvan’Ku, but and touch him. “Come! Touch my horrid flesh!”
will switch to whatever language the PCs “Yes touch us, touch as we wallow in filth!” his
use if they respond. mate will add, flailing her piglike forelimbs.
If the PCs do: the PCs must save vs Paralysis
24. Tomb of THE (they are paralyzing ghouls).
Twin Inquisitors If the PCs don’t: the Inquisitors will make
no move (too fat) they will send the maggots
A pair of sarcophagi lie inside. and fetuses after the party.
The lid of the left sarcophagus is carved to The pair will continue to beg the party to
resemble a full-sized portrait of a bloated touch them until they are destroyed.
man in a sitting position. Tiny arms are
reaching out of the ground to claim him. Eizethrat Nexx & Gorgulos
The lid of the right sarcophagus depicts an Nexx: Armor 14, Move 60’, 2 Hit Dice,
equally enormous woman pulling a child out 10hp each, one bite and two claw attacks
of her mouth face first. doing d6/d4/d4 damage, anyone hit must
If the right sarcophagus is searched: make a Paralyzation save or be unable to
there’s a locked wooden box (poison needle move for d12 turns, Morale 12. Has regular
trap in the lock, save or die) containing a undead immunities.
Potion of Transposition (drink and trade 4 Maggots & 3 Undead Fetuses:
places with anyone in line of sight—1 dose). Armor 14, Move 120’, 1 Hit Die, 1hp, one
If the left sarcophagus is searched: attack doing 1d2 damage, Morale 12.
there’s a platinum goblet worth 500sp.
44
DEATH FROST DOOM
25. Mausoleum of 26. Place of the
the Slaughterer Honored Sacrifice
This door has fifty skeletal fists fastened The Door is painted with a flaking mural in
to it but the sarcophagus inside is plain— which a robed woman on a pedestal looks on
the ceilings are 20’tall.Stairs inside lead as naked slaves stab themselves. There are
up to a landing perched over the doorway, three canopic jars inside.
which is where Vorgen Pox,The Slaughterer— Each contains 300sp worth of coins and
a consuming revenant—will be waiting if normally contains an Eye of Fate—an undead
the dead have risen. hybrid created by placing the eye of either a
The Slaughterer is a squat, wide man in a blinded child or a lunatic into the palm of a thief
warmask that obscures his features and he and mounting it,at the wrist,on a serpent’s body.
will use his surprise round to drop onto the If the dead have risen: the Eyes will be crawling
first party member to come through the door. along the ceiling and drop down on the party.
The Slaughterer will try to grapple and then If they have not: the Eyes will remain dormant
eat the closest party member. in their jars until one is opened, in which case
Throughout any combat, the Slaughterer will all three will become active and attack.
mock the party’s tactics and their martial
inferiority in a low, grinding voice—especially 1 Eye of Fate (lunatic eye): Armor
while he is losing. “Your formation is preposterous, 14, Move 120’, 2 Hit Dice, 14hp, one choke
why do you not simply give in? There is dignity in doing d8 damage. Anyone hit and looking
surrender.”The closer he is to death, the more into the eye must save vs Paralysis or be
ineffective he will declare them to be. Beneath Confused, Morale 12. Has regular undead
his strange armor it will be difficult to tell when immunities.
he is close to death. The Slaughterer is a liar 2 Eyes of Fate (blind eye): Armor 12,
but the Referee should do everything in his Move 30’, 2 Hit Dice, 11hp, one choke doing
or her power to make it look like he is waxing d6 damage, Morale 12. Anyone hit and
ever more powerful—feel free to go as far as looking into the eye must save vs Paralysis
describing the Slaughterer growing new and or be Blind for d4 rounds. Has regular
more frightening armor in response to blows undead immunities.
and spells, spikes emerging from his fists, etc.
If The Slaughterer becomes aware of the Twin
Inquisitors(whomhedespisesevenmorethan
thelivingforreasonslosttotime):he will
immediately seek out and attack them.
Vorgen Pox,The Slaughterer:
Armor 16, Move 120’, 4 Hit Dice, 20hp, one
rending attack doing d6 damage (each time a
PC loses more than 6hp total to the Slaughter,
they must save vs Magic or lose xp down to
halfway up the last level),vulnerable only
to silver and magical weapons, Morale 12.
Has regular undead immunities.
47
DEATH FROST DOOM
27. Crypt of If Nazir becomes aware of Praetor-Pontifex
The Architect Cyris Carnithrax Maximus’presence in
the tombs: she will attempt to destroy him
This door is not only barred but painted or enlist the PCs’ aid in destroying him.
shut—it will require either chipping away It was she who secretly betrayed him.
at the edges first to open or two people
working simultaneously. An inscription Shadows: Armor N/A, Move as
across the door in the tongue of Duvan’Ku whoever cast the shadow, Hit Dice
reads “I will create a slaughterpen above the as whoever cast the shadow, attacks
valley, I will create a place of injury and error.” as whoever cast the shadow (including
A bright bronze lamp hangs from the weapons but not spells), Morale 12.
ceiling, 15’ above a sarcophagus shaped Usual undead immunities plus immune
like an ancient city. What the Red Architect, to normal damage. They can only be
Nazir An-Azat looked like in life is unknown destroyed if Nazir is slain, if the bronze
but in death she is lean and dessicated and lamp is put out or if a light-generating
her blood-colored robes and gold jewelry spell directly targets them (like Light
hang from her like tattered banners. or Faerie Fire). They can only move as
She will ask the party to describe their far as the light of the lamp extends.
accomplishments. No matter what they say
she will belittle them (she knows as much The Red Architect,Nazir An-
about any exploit of theirs as the Referee does, Azat: Armor 16, Move 120’, 3 Hit Dice,
once it is referred to—”You slew the sorcerer, yes, 15hp, one touch attack doing no damage
but not before burning half the library”). but stealing d6x1000xp (will leave foes
with a minimum of 1xp/hp), Morale 12.
If the PCs offer any argument,or if they Limited omniscience and telepathy—
ignore her,or if they claim to have no she instantly learns of any exploit the
accomplishments: she will attack in disgust. players discuss with her (see above) and
Or rather the shadows will: the shadow of will send dreams explaining any of the
each creature in the room attacks its owner, PCs’ associated failures and crimes to
save for Nazir’s—which attacks the strongest interested parties (families of accidental
party member. The shadows’ first target victims, friends of possessees, owners of
(although this may not be immediately property damaged, etc.)—the effects of
obvious) will be the party’s light sources. the players’ sins will come back to haunt
Their first aim is that the bronze lamp them. Has usual undead immunities.
be the only light source, their second Sees in the dark—can only attack in
aim is to slay the party. total darkness.
If the bronze lamp is put out: the shadows
cease to exist.
If the room is plunged into total darkness:
Nazir herself can attack.
Inside the crypt is a bracelet worth 650sp
and a potion which makes the imbiber
(incorrectly) believe s/he can control the
undead. The illusion will be maintained
even as the PC is being attacked.
48